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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.10 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.70 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef __CEXTRACT__
26# include <sproto.h> 26#include <sproto.h>
27# include <spells.h> 27#include <spells.h>
28# include <skills.h> 28#include <skills.h>
29#endif
30
31 29
32#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ 30#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33
34 31
35/* checks npc->enemy and returns that enemy if still valid, 32/* checks npc->enemy and returns that enemy if still valid,
36 * NULL otherwise. 33 * NULL otherwise.
37 * this is map tile aware. 34 * this is map tile aware.
38 * If this returns an enemy, the range vector rv should also be 35 * If this returns an enemy, the range vector rv should also be
39 * set to sane values. 36 * set to sane values.
40 */ 37 */
41object * 38object *
42check_enemy (object *npc, rv_vector * rv) 39check_enemy (object *npc, rv_vector * rv)
43{ 40{
44
45 /* if this is pet, let him attack the same enemy as his owner 41 /* if this is pet, let him attack the same enemy as his owner
46 * TODO: when there is no ower enemy, try to find a target, 42 * TODO: when there is no ower enemy, try to find a target,
47 * which CAN attack the owner. */ 43 * which CAN attack the owner. */
48 if ((npc->attack_movement & HI4) == PETMOVE) 44 if ((npc->attack_movement & HI4) == PETMOVE)
49 { 45 {
51 npc->enemy = NULL; 47 npc->enemy = NULL;
52 else if (npc->enemy == NULL) 48 else if (npc->enemy == NULL)
53 npc->enemy = npc->owner->enemy; 49 npc->enemy = npc->owner->enemy;
54 } 50 }
55 51
56 /* periodically, a monster mayu change its target. Also, if the object 52 /* periodically, a monster may change its target. Also, if the object
57 * has been destroyed, etc, clear the enemy. 53 * has been destroyed, etc, clear the enemy.
58 * TODO: this should be changed, because it invokes to attack forced or 54 * TODO: this should be changed, because it invokes to attack forced or
59 * attacked monsters to leave the attacker alone, before it is destroyed 55 * attacked monsters to leave the attacker alone, before it is destroyed
60 */ 56 */
61 /* i had removed the random target leave, this invokes problems with friendly 57 /* I had removed the random target leave, this invokes problems with friendly
62 * objects, getting attacked and defending herself - they don't try to attack 58 * objects, getting attacked and defending herself - they don't try to attack
63 * again then but perhaps get attack on and on 59 * again then but perhaps get attack on and on
64 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 60 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
65 * too. */ 61 * too. */
66 62
70 * the grouping checks are. Code is the same. 66 * the grouping checks are. Code is the same.
71 */ 67 */
72 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
73 QUERY_FLAG (npc->enemy, FLAG_FREED) || 69 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
74 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 70 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
75 npc->enemy = NULL; 71 npc->enemy = 0;
76 72
77 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
78 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 74 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
79 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
80 || npc->enemy == npc->owner)) 76 || npc->enemy == npc->owner))
81 npc->enemy = NULL; 77 npc->enemy = 0;
82 78
83 79
84 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
85 npc->enemy = NULL; 81 npc->enemy = 0;
86 82
87 /* I've noticed that pets could sometimes get an arrow as the 83 /* I've noticed that pets could sometimes get an arrow as the
88 * target enemy - this code below makes sure the enemy is something 84 * target enemy - this code below makes sure the enemy is something
89 * that should be attacked. My guess is that the arrow hits 85 * that should be attacked. My guess is that the arrow hits
90 * the creature/owner, and so the creature then takes that 86 * the creature/owner, and so the creature then takes that
91 * as the enemy to attack. 87 * as the enemy to attack.
92 */ 88 */
93 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
94 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
95 npc->enemy = NULL; 93 npc->enemy = 0;
96
97 } 94 }
95
98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
99} 97}
100 98
101/* Returns the nearest living creature (monster or generator). 99/* Returns the nearest living creature (monster or generator).
102 * Modified to deal with tiled maps properly. 100 * Modified to deal with tiled maps properly.
103 * Also fixed logic so that monsters in the lower directions were more 101 * Also fixed logic so that monsters in the lower directions were more
115object * 113object *
116find_nearest_living_creature (object *npc) 114find_nearest_living_creature (object *npc)
117{ 115{
118 int i, mflags; 116 int i, mflags;
119 sint16 nx, ny; 117 sint16 nx, ny;
120 mapstruct *m; 118 maptile *m;
121 object *tmp;
122 int search_arr[SIZEOFFREE]; 119 int search_arr[SIZEOFFREE];
123 120
124 get_search_arr (search_arr); 121 get_search_arr (search_arr);
122
125 for (i = 0; i < SIZEOFFREE; i++) 123 for (i = 0; i < SIZEOFFREE; i++)
126 { 124 {
127 /* modified to implement smart searching using search_arr 125 /* modified to implement smart searching using search_arr
128 * guidance array to determine direction of search order 126 * guidance array to determine direction of search order
129 */ 127 */
130 nx = npc->x + freearr_x[search_arr[i]]; 128 nx = npc->x + freearr_x[search_arr[i]];
131 ny = npc->y + freearr_y[search_arr[i]]; 129 ny = npc->y + freearr_y[search_arr[i]];
132 m = npc->map; 130 m = npc->map;
133 131
134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
135 if (mflags & P_OUT_OF_MAP) 134 if (mflags & P_OUT_OF_MAP)
136 continue; 135 continue;
137 136
138 if (mflags & P_IS_ALIVE) 137 if (mflags & P_IS_ALIVE)
139 { 138 {
140 tmp = get_map_ob (m, nx, ny); 139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
141 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 140 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
142 tmp = tmp->above;
143
144 if (!tmp)
145 {
146 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
147 m->path, nx, ny);
148 }
149 else
150 {
151 if (can_see_monsterP (m, nx, ny, i)) 141 if (can_see_monsterP (m, nx, ny, i))
152 return tmp; 142 return tmp;
153 } 143 }
154 } /* is something living on this space */
155 } 144 }
156 return NULL; /* nothing found */
157}
158 145
146 return 0;
147}
159 148
160/* Tries to find an enmy for npc. We pass the range vector since 149/* Tries to find an enemy for npc. We pass the range vector since
161 * our caller will find the information useful. 150 * our caller will find the information useful.
162 * Currently, only move_monster calls this function. 151 * Currently, only move_monster calls this function.
163 * Fix function so that we always make calls to get_rangevector 152 * Fix function so that we always make calls to get_rangevector
164 * if we have a valid target - function as not doing so in 153 * if we have a valid target - function as not doing so in
165 * many cases. 154 * many cases.
166 */ 155 */
167
168object * 156object *
169find_enemy (object *npc, rv_vector * rv) 157find_enemy (object *npc, rv_vector * rv)
170{ 158{
171 object *attacker, *tmp = NULL; 159 object *attacker, *tmp = NULL;
172 160
178 { 166 {
179 tmp = find_nearest_living_creature (npc); 167 tmp = find_nearest_living_creature (npc);
180 168
181 if (tmp) 169 if (tmp)
182 get_rangevector (npc, tmp, rv, 0); 170 get_rangevector (npc, tmp, rv, 0);
171
183 return tmp; 172 return tmp;
184 } 173 }
185 174
186 /* Here is the main enemy selection. 175 /* Here is the main enemy selection.
187 * We want this: if there is an enemy, attack him until its not possible or 176 * We want this: if there is an enemy, attack him until its not possible or
207 /* we check our old enemy. */ 196 /* we check our old enemy. */
208 if (!(tmp = check_enemy (npc, rv))) 197 if (!(tmp = check_enemy (npc, rv)))
209 { 198 {
210 if (attacker) /* if we have an attacker, check him */ 199 if (attacker) /* if we have an attacker, check him */
211 { 200 {
212 /* TODO: thats not finished */ 201 /* TODO: that's not finished */
213 /* we don't want a fight evil vs evil or good against non evil */ 202 /* we don't want a fight evil vs evil or good against non evil */
214 203
215 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
216 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
217 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
218 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
219 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
220 { 209 {
221 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
222 npc->enemy = attacker; 211 npc->enemy = attacker;
223 return attacker; /* yes, we face our attacker! */ 212 return attacker; /* yes, we face our attacker! */
224 } 213 }
240/* Sees if this monster should wake up. 229/* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and 230 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv. 231 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise. 232 * returns 1 if the monster should wake up, 0 otherwise.
244 */ 233 */
245
246int 234int
247check_wakeup (object *op, object *enemy, rv_vector * rv) 235check_wakeup (object *op, object *enemy, rv_vector *rv)
248{ 236{
249 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
250
251 /* Trim work - if no enemy, no need to do anything below */ 237 /* Trim work - if no enemy, no need to do anything below */
252 if (!enemy) 238 if (!enemy)
253 return 0; 239 return 0;
254 240
241 if (!op->flag [FLAG_SLEEP])
242 return 1;
243
244 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
245
246 if (op->flag [FLAG_BLIND])
255 /* blinded monsters can only find nearby objects to attack */ 247 /* blinded monsters can only find nearby objects to attack */
256 if (QUERY_FLAG (op, FLAG_BLIND))
257 radius = MIN_MON_RADIUS; 248 radius = MIN_MON_RADIUS;
258 249 else if (op->map
250 && !enemy->invisible
251 && !stand_in_light (enemy)
252 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
259 /* This covers the situation where the monster is in the dark 253 /* This covers the situation where the monster is in the dark
260 * and has an enemy. If the enemy has no carried light (or isnt 254 * and has an enemy. If the enemy has no carried light (or isnt
261 * glowing!) then the monster has trouble finding the enemy. 255 * glowing!) then the monster has trouble finding the enemy.
262 * Remember we already checked to see if the monster can see in 256 * Remember we already checked to see if the monster can see in
263 * the dark. */ 257 * the dark. */
258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
264 259
265 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 260 if (enemy->flag [FLAG_STEALTH])
266 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 261 radius = radius / 2 + 1;
267 {
268 int dark = radius / (op->map->darkness);
269
270 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
271 }
272 else if (!QUERY_FLAG (op, FLAG_SLEEP))
273 return 1;
274 262
275 /* enemy should already be on this map, so don't really need to check 263 /* enemy should already be on this map, so don't really need to check
276 * for that. 264 * for that.
277 */ 265 */
278 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 266 if (rv->distance <= radius)
279 { 267 {
280 CLEAR_FLAG (op, FLAG_SLEEP); 268 CLEAR_FLAG (op, FLAG_SLEEP);
281 return 1; 269 return 1;
282 } 270 }
271
283 return 0; 272 return 0;
284} 273}
285 274
286int 275int
287move_randomly (object *op) 276move_randomly (object *op)
288{ 277{
289 int i;
290
291 /* Give up to 15 chances for a monster to move randomly */ 278 /* Give up to 15 chances for a monster to move randomly */
292 for (i = 0; i < 15; i++) 279 for (int i = 0; i < 15; i++)
293 {
294 if (move_object (op, RANDOM () % 8 + 1)) 280 if (move_object (op, rndm (8) + 1))
295 return 1; 281 return 1;
296 } 282
297 return 0; 283 return 0;
298} 284}
299 285
300/* 286/*
301 * Move-monster returns 1 if the object has been freed, otherwise 0. 287 * Move-monster returns 1 if the object has been freed, otherwise 0.
302 */ 288 */
303
304int 289int
305move_monster (object *op) 290move_monster (object *op)
306{ 291{
307 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
308 object *owner, *enemy, *part, *oph = op; 293 object *owner, *enemy, *part, *oph = op;
325 enemy->attacked_by = op; /* our ptr */ 310 enemy->attacked_by = op; /* our ptr */
326 311
327 /* generate hp, if applicable */ 312 /* generate hp, if applicable */
328 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
329 { 314 {
330
331 /* last heal is in funny units. Dividing by speed puts 315 /* last heal is in funny units. Dividing by speed puts
332 * the regeneration rate on a basis of time instead of 316 * the regeneration rate on a basis of time instead of
333 * #moves the monster makes. The scaling by 8 is 317 * #moves the monster makes. The scaling by 8 is
334 * to capture 8th's of a hp fraction regens 318 * to capture 8th's of a hp fraction regens
335 * 319 *
340 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); 324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
341 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ 325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
342 op->last_heal %= 32; 326 op->last_heal %= 32;
343 327
344 /* So if the monster has gained enough HP that they are no longer afraid */ 328 /* So if the monster has gained enough HP that they are no longer afraid */
345 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) 329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
346 CLEAR_FLAG (op, FLAG_RUN_AWAY); 330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
347 331
348 if (op->stats.hp > op->stats.maxhp) 332 if (op->stats.hp > op->stats.maxhp)
349 op->stats.hp = op->stats.maxhp; 333 op->stats.hp = op->stats.maxhp;
350 } 334 }
351 335
352 /* generate sp, if applicable */ 336 /* generate sp, if applicable */
353 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) 337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
354 { 338 {
355
356 /* last_sp is in funny units. Dividing by speed puts 339 /* last_sp is in funny units. Dividing by speed puts
357 * the regeneration rate on a basis of time instead of 340 * the regeneration rate on a basis of time instead of
358 * #moves the monster makes. The scaling by 8 is 341 * #moves the monster makes. The scaling by 8 is
359 * to capture 8th's of a sp fraction regens 342 * to capture 8th's of a sp fraction regens
360 * 343 *
361 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
362 * overflow might produce monsters with negative sp. 345 * overflow might produce monsters with negative sp.
363 */ 346 */
364 347
365 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); 348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
366 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ 349 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
367 op->last_sp %= 128; 350 op->last_sp %= 128;
368 } 351 }
369 352
370 /* this should probably get modified by many more values. 353 /* this should probably get modified by many more values.
371 * (eg, creatures resistance to fear, level, etc. ) 354 * (eg, creatures resistance to fear, level, etc. )
372 */ 355 */
373 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) 356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
374 {
375 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ 357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
376 }
377 358
378 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) 359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
379 return QUERY_FLAG (op, FLAG_FREED); 360 return QUERY_FLAG (op, FLAG_FREED);
380 361
381 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || 362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
382 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 363 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
383 {
384 if (!check_wakeup (op, enemy, &rv)) 364 if (!check_wakeup (op, enemy, &rv))
385 return 0; 365 return 0;
386 }
387 366
388 /* check if monster pops out of hidden spot */ 367 /* check if monster pops out of hidden spot */
389 if (op->hide) 368 if (op->flag [FLAG_HIDDEN])
390 do_hidden_move (op); 369 do_hidden_move (op);
391 370
392 if (op->pick_up) 371 if (op->pick_up)
393 monster_check_pickup (op); 372 monster_check_pickup (op);
394 373
398 /* If we don't have an enemy, do special movement or the like */ 377 /* If we don't have an enemy, do special movement or the like */
399 if (!enemy) 378 if (!enemy)
400 { 379 {
401 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
402 { 381 {
403 remove_ob (op); 382 op->drop_and_destroy ();
404 free_object (op);
405 return 1; 383 return 1;
406 } 384 }
407 385
408 /* Probably really a bug for a creature to have both 386 /* Probably really a bug for a creature to have both
409 * stand still and a movement type set. 387 * stand still and a movement type set.
412 { 390 {
413 if (op->attack_movement & HI4) 391 if (op->attack_movement & HI4)
414 { 392 {
415 switch (op->attack_movement & HI4) 393 switch (op->attack_movement & HI4)
416 { 394 {
417 case (PETMOVE): 395 case PETMOVE:
418 pet_move (op); 396 pet_move (op);
419 break; 397 break;
420 398
421 case (CIRCLE1): 399 case CIRCLE1:
422 circ1_move (op); 400 circ1_move (op);
423 break; 401 break;
424 402
425 case (CIRCLE2): 403 case CIRCLE2:
426 circ2_move (op); 404 circ2_move (op);
427 break; 405 break;
428 406
429 case (PACEV): 407 case PACEV:
430 pace_movev (op); 408 pace_movev (op);
431 break; 409 break;
432 410
433 case (PACEH): 411 case PACEH:
434 pace_moveh (op); 412 pace_moveh (op);
435 break; 413 break;
436 414
437 case (PACEV2): 415 case PACEV2:
438 pace2_movev (op); 416 pace2_movev (op);
439 break; 417 break;
440 418
441 case (PACEH2): 419 case PACEH2:
442 pace2_moveh (op); 420 pace2_moveh (op);
443 break; 421 break;
444 422
445 case (RANDO): 423 case RANDO:
446 rand_move (op); 424 rand_move (op);
447 break; 425 break;
448 426
449 case (RANDO2): 427 case RANDO2:
450 move_randomly (op); 428 move_randomly (op);
451 break; 429 break;
452 } 430 }
431
453 return 0; 432 return 0;
454 } 433 }
455 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) 434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
456 (void) move_randomly (op); 435 move_randomly (op);
457
458 } /* stand still */ 436 } /* stand still */
437
459 return 0; 438 return 0;
460 } /* no enemy */ 439 } /* no enemy */
461 440
462 /* We have an enemy. Block immediately below is for pets */ 441 /* We have an enemy. Block immediately below is for pets */
463 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner)) 442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
464 return follow_owner (op, owner); 446 return follow_owner (op, owner);
465 447
466 /* doppleganger code to change monster facing to that of the nearest 448 /* doppleganger code to change monster facing to that of the nearest
467 * player. Hmm. The code is here, but no monster in the current 449 * player. Hmm. The code is here, but no monster in the current
468 * arch set uses it. 450 * arch set uses it.
469 */ 451 */
470 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) 452 if (op->race == shstr_doppleganger)
471 { 453 {
472 op->face = enemy->face; 454 op->face = enemy->face;
473 op->name = enemy->name; 455 op->name = enemy->name;
474 } 456 }
475 457
487 if (!QUERY_FLAG (op, FLAG_SCARED)) 469 if (!QUERY_FLAG (op, FLAG_SCARED))
488 { 470 {
489 rv_vector rv1; 471 rv_vector rv1;
490 472
491 /* now we test every part of an object .... this is a real ugly piece of code */ 473 /* now we test every part of an object .... this is a real ugly piece of code */
492 for (part = op; part != NULL; part = part->more) 474 for (part = op; part; part = part->more)
493 { 475 {
494 get_rangevector (part, enemy, &rv1, 0x1); 476 get_rangevector (part, enemy, &rv1, 0x1);
495 dir = rv1.direction; 477 dir = rv1.direction;
496 478
497 /* hm, not sure about this part - in original was a scared flag here too 479 /* hm, not sure about this part - in original was a scared flag here too
498 * but that we test above... so can be old code here 480 * but that we test above... so can be old code here
499 */ 481 */
500 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
501 dir = absdir (dir + 4); 483 dir = absdir (dir + 4);
484
502 if (QUERY_FLAG (op, FLAG_CONFUSED)) 485 if (QUERY_FLAG (op, FLAG_CONFUSED))
503 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
504 487
505 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) 488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
506 {
507 if (monster_cast_spell (op, part, enemy, dir, &rv1)) 489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
508 return 0; 490 return 0;
509 }
510 491
511 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) 492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
512 {
513 if (monster_use_scroll (op, part, enemy, dir, &rv1)) 493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
514 return 0; 494 return 0;
515 }
516 495
517 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) 496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
518 {
519 if (monster_use_range (op, part, enemy, dir)) 497 if (monster_use_range (op, part, enemy, dir))
520 return 0; 498 return 0;
521 } 499
522 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) 500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
523 {
524 if (monster_use_skill (op, rv.part, enemy, rv.direction)) 501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
525 return 0; 502 return 0;
526 } 503
527 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) 504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
528 {
529 if (monster_use_bow (op, part, enemy, dir)) 505 if (monster_use_bow (op, part, enemy, dir))
530 return 0; 506 return 0;
531 }
532 } /* for processing of all parts */ 507 } /* for processing of all parts */
533 } /* If not scared */ 508 } /* If not scared */
534 509
535
536 part = rv.part; 510 part = rv.part;
537 dir = rv.direction; 511 dir = rv.direction;
538 512
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (op->stats.Wis >= 8
517 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
518 {
519 int sdir = 0;
520 uint32_t &smell = op->ms ().smell;
521
522 for (int ndir = 1; ndir <= 8; ++ndir)
523 {
524 mapxy pos (op); pos.move (ndir);
525
526 if (pos.normalise ())
527 {
528 mapspace &ms = pos.ms ();
529
530 if (ms.smell > smell)
531 {
532 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
533 if (op->stats.Wis >= 10)
534 smell = ms.smell - 1; // smarter: tell others
535
536 sdir = ndir;
537
538 // perturbing the path might let the monster lose track,
539 // but it will also widen the actual path, spreading information
540 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
541 sdir = absdir (sdir + 1 - rndm (2) * 2);
542 }
543 }
544 }
545
546 if (sdir)
547 dir = sdir;
548 else if (smell)
549 {
550 // no better smell found, so assume the player jumped, and erase this smell
551 //printf ("erasing smell %d\n", op->ms ().smell);//D
552 unordered_mapwalk (op, -1, -1, 1, 1)
553 m->at (nx, ny).smell = 0;
554 }
555 }
556
539 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 557 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
540 dir = absdir (dir + 4); 558 dir = absdir (dir + 4);
541 559
542 if (QUERY_FLAG (op, FLAG_CONFUSED)) 560 if (QUERY_FLAG (op, FLAG_CONFUSED))
543 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
544 562
545 pre_att_dir = dir; /* remember the original direction */ 563 pre_att_dir = dir; /* remember the original direction */
546 564
547 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) 565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
548 { 566 {
549 switch (op->attack_movement & LO4) 567 switch (op->attack_movement & LO4)
550 { 568 {
551 case DISTATT: 569 case DISTATT:
552 dir = dist_att (dir, op, enemy, part, &rv); 570 dir = dist_att (dir, op, enemy, part, &rv);
553 break; 571 break;
554 572
555 case RUNATT: 573 case RUNATT:
556 dir = run_att (dir, op, enemy, part, &rv); 574 dir = run_att (dir, op, enemy, part, &rv);
557 break; 575 break;
558 576
559 case HITRUN: 577 case HITRUN:
560 dir = hitrun_att (dir, op, enemy); 578 dir = hitrun_att (dir, op, enemy);
561 break; 579 break;
562 580
563 case WAITATT: 581 case WAITATT:
564 dir = wait_att (dir, op, enemy, part, &rv); 582 dir = wait_att (dir, op, enemy, part, &rv);
565 break; 583 break;
566 584
567 case RUSH: /* default - monster normally moves towards player */ 585 case RUSH: /* default - monster normally moves towards player */
568 case ALLRUN: 586 case ALLRUN:
569 break; 587 break;
570 588
571 case DISTHIT: 589 case DISTHIT:
572 dir = disthit_att (dir, op, enemy, part, &rv); 590 dir = disthit_att (dir, op, enemy, part, &rv);
573 break; 591 break;
574 592
575 case WAIT2: 593 case WAIT2:
576 dir = wait_att2 (dir, op, enemy, part, &rv); 594 dir = wait_att2 (dir, op, enemy, part, &rv);
577 break; 595 break;
578 596
579 default: 597 default:
580 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); 598 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
581 } 599 }
582 } 600 }
583 601
584 if (!dir) 602 if (!dir)
585 return 0; 603 return 0;
595 return 0; 613 return 0;
596 } 614 }
597 615
598 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) 616 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
599 { 617 {
600
601 /* Try move around corners if !close */ 618 /* Try move around corners if !close */
602 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; 619 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
603 620
604 for (diff = 1; diff <= maxdiff; diff++) 621 for (diff = 1; diff <= maxdiff; diff++)
605 { 622 {
606 /* try different detours */ 623 /* try different detours */
607 int m = 1 - (RANDOM () & 2); /* Try left or right first? */ 624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
608 625
609 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) 626 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
610 return 0; 627 return 0;
611 } 628 }
612 } 629 }
639 { 656 {
640 object *nearest_player = get_nearest_player (op); 657 object *nearest_player = get_nearest_player (op);
641 658
642 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) 659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
643 { 660 {
644 op->enemy = NULL; 661 op->enemy = 0;
645 enemy = nearest_player; 662 enemy = nearest_player;
646 } 663 }
647 } 664 }
648 665
649 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) 666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
655 * still be pretty nasty. 672 * still be pretty nasty.
656 */ 673 */
657 if (QUERY_FLAG (op, FLAG_RUN_AWAY)) 674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
658 { 675 {
659 part->stats.wc += 10; 676 part->stats.wc += 10;
660 (void) skill_attack (enemy, part, 0, NULL, NULL); 677 skill_attack (enemy, part, 0, NULL, NULL);
661 part->stats.wc -= 10; 678 part->stats.wc -= 10;
662 } 679 }
663 else 680 else
664 (void) skill_attack (enemy, part, 0, NULL, NULL); 681 skill_attack (enemy, part, 0, NULL, NULL);
665 } /* if monster is in attack range */ 682 } /* if monster is in attack range */
666 683
667 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ 684 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
668 return 1; 685 return 1;
669 686
670 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
671 { 688 {
672 remove_ob (op); 689 op->drop_and_destroy ();
673 free_object (op);
674 return 1; 690 return 1;
675 } 691 }
692
676 return 0; 693 return 0;
677} 694}
678 695
679int 696int
680can_hit (object *ob1, object *ob2, rv_vector * rv) 697can_hit (object *ob1, object *ob2, rv_vector * rv)
681{ 698{
682 object *more; 699 object *more;
683 rv_vector rv1; 700 rv_vector rv1;
684 701
685 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) 702 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
686 return 0; 703 return 0;
687 704
688 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) 705 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
689 return 1; 706 return 1;
690 707
691 /* check all the parts of ob2 - just because we can't get to 708 /* check all the parts of ob2 - just because we can't get to
692 * its head doesn't mean we don't want to pound its feet 709 * its head doesn't mean we don't want to pound its feet
693 */ 710 */
694 for (more = ob2->more; more != NULL; more = more->more) 711 for (more = ob2->more; more; more = more->more)
695 { 712 {
696 get_rangevector (ob1, more, &rv1, 0); 713 get_rangevector (ob1, more, &rv1, 0);
697 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) 714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
698 return 1; 715 return 1;
699 } 716 }
717
700 return 0; 718 return 0;
701
702} 719}
703 720
704/* Returns 1 is monster should cast spell sp at an enemy 721/* Returns 1 is monster should cast spell sp at an enemy
705 * Returns 0 if the monster should not cast this spell. 722 * Returns 0 if the monster should not cast this spell.
706 * 723 *
724 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
725 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
726 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 743 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
727 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 744 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
728 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 745 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
729
730 return 1; 746 return 1;
731 747
732 return 0; 748 return 0;
733} 749}
734
735 750
736#define MAX_KNOWN_SPELLS 20 751#define MAX_KNOWN_SPELLS 20
737 752
738/* Returns a randomly selected spell. This logic is still 753/* Returns a randomly selected spell. This logic is still
739 * less than ideal. This code also only seems to deal with 754 * less than ideal. This code also only seems to deal with
742 */ 757 */
743object * 758object *
744monster_choose_random_spell (object *monster) 759monster_choose_random_spell (object *monster)
745{ 760{
746 object *altern[MAX_KNOWN_SPELLS]; 761 object *altern[MAX_KNOWN_SPELLS];
747 object *tmp;
748 int i = 0; 762 int i = 0;
749 763
750 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
751 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
752 { 766 {
753 /* Check and see if it's actually a useful spell. 767 /* Check and see if it's actually a useful spell.
754 * If its a spellbook, the spell is actually the inventory item. 768 * If its a spellbook, the spell is actually the inventory item.
755 * if it is a spell, then it is just the object itself. 769 * if it is a spell, then it is just the object itself.
756 */ 770 */
757 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 771 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
758 { 772 {
759 altern[i++] = tmp; 773 altern [i++] = tmp;
774
760 if (i == MAX_KNOWN_SPELLS) 775 if (i == MAX_KNOWN_SPELLS)
761 break; 776 break;
762 } 777 }
763 } 778 }
764 if (!i) 779
765 return NULL; 780 return i ? altern [rndm (i)] : 0;
766 return altern[RANDOM () % i];
767} 781}
768 782
769/* This checks to see if the monster should cast a spell/ability. 783/* This checks to see if the monster should cast a spell/ability.
770 * it returns true if the monster casts a spell, 0 if he doesn't. 784 * it returns true if the monster casts a spell, 0 if he doesn't.
771 * head is the head of the monster. 785 * head is the head of the monster.
772 * part is the part of the monster we are checking against. 786 * part is the part of the monster we are checking against.
773 * pl is the target. 787 * pl is the target.
774 * dir is the direction to case. 788 * dir is the direction to case.
775 * rv is the vector which describes where the enemy is. 789 * rv is the vector which describes where the enemy is.
776 */ 790 */
777
778int 791int
779monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 792monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
780{ 793{
781 object *spell_item; 794 object *spell_item;
782 object *owner; 795 object *owner;
789 * other monsters) 802 * other monsters)
790 */ 803 */
791 if (!(dir = path_to_player (part, pl, 0))) 804 if (!(dir = path_to_player (part, pl, 0)))
792 return 0; 805 return 0;
793 806
794 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
795 { 808 {
796 get_rangevector (head, owner, &rv1, 0x1); 809 get_rangevector (head, owner, &rv1, 0x1);
797 if (dirdiff (dir, rv1.direction) < 2) 810 if (dirdiff (dir, rv1.direction) < 2)
798 {
799 return 0; /* Might hit owner with spell */ 811 return 0; /* Might hit owner with spell */
800 }
801 } 812 }
802 813
803 if (QUERY_FLAG (head, FLAG_CONFUSED)) 814 if (QUERY_FLAG (head, FLAG_CONFUSED))
804 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
805 816
806 /* If the monster hasn't already chosen a spell, choose one 817 /* If the monster hasn't already chosen a spell, choose one
807 * I'm not sure if it really make sense to pre-select spells (events 818 * I'm not sure if it really make sense to pre-select spells (events
808 * could be different by the time the monster goes again). 819 * could be different by the time the monster goes again).
809 */ 820 */
813 { 824 {
814 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
815 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 826 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
816 return 0; 827 return 0;
817 } 828 }
829
818 if (spell_item->type == SPELLBOOK) 830 if (spell_item->type == SPELLBOOK)
819 { 831 {
820 if (!spell_item->inv) 832 if (!spell_item->inv)
821 { 833 {
822 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 834 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
823 return 0; 835 return 0;
824 } 836 }
837
825 spell_item = spell_item->inv; 838 spell_item = spell_item->inv;
826 } 839 }
827 } 840 }
828 else 841 else
829 spell_item = head->spellitem; 842 spell_item = head->spellitem;
848 /* set this to null, so next time monster will choose something different */ 861 /* set this to null, so next time monster will choose something different */
849 head->spellitem = NULL; 862 head->spellitem = NULL;
850 863
851 return cast_spell (part, part, dir, spell_item, NULL); 864 return cast_spell (part, part, dir, spell_item, NULL);
852} 865}
853
854 866
855int 867int
856monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 868monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
857{ 869{
858 object *scroll; 870 object *scroll;
866 * other monsters) 878 * other monsters)
867 */ 879 */
868 if (!(dir = path_to_player (part, pl, 0))) 880 if (!(dir = path_to_player (part, pl, 0)))
869 return 0; 881 return 0;
870 882
871 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 883 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
872 { 884 {
873 get_rangevector (head, owner, &rv1, 0x1); 885 get_rangevector (head, owner, &rv1, 0x1);
874 if (dirdiff (dir, rv1.direction) < 2) 886 if (dirdiff (dir, rv1.direction) < 2)
875 { 887 {
876 return 0; /* Might hit owner with spell */ 888 return 0; /* Might hit owner with spell */
877 } 889 }
878 } 890 }
879 891
880 if (QUERY_FLAG (head, FLAG_CONFUSED)) 892 if (QUERY_FLAG (head, FLAG_CONFUSED))
881 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 893 dir = absdir (dir + rndm (3) + rndm (3) - 2);
882 894
883 for (scroll = head->inv; scroll; scroll = scroll->below) 895 for (scroll = head->inv; scroll; scroll = scroll->below)
884 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 896 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
885 break; 897 break;
886 898
908 * The skills we are treating here are all but those. -b.t. 920 * The skills we are treating here are all but those. -b.t.
909 * 921 *
910 * At the moment this is only useful for throwing, perhaps for 922 * At the moment this is only useful for throwing, perhaps for
911 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 923 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
912 */ 924 */
913
914int 925int
915monster_use_skill (object *head, object *part, object *pl, int dir) 926monster_use_skill (object *head, object *part, object *pl, int dir)
916{ 927{
917 object *skill, *owner; 928 object *skill, *owner;
918 929
919 if (!(dir = path_to_player (part, pl, 0))) 930 if (!(dir = path_to_player (part, pl, 0)))
920 return 0; 931 return 0;
921 932
922 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 933 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
923 { 934 {
924 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 935 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
925 936
926 if (dirdiff (dir, dir2) < 1) 937 if (dirdiff (dir, dir2) < 1)
927 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 938 return 0; /* Might hit owner with skill -thrown rocks for example ? */
928 } 939 }
940
929 if (QUERY_FLAG (head, FLAG_CONFUSED)) 941 if (QUERY_FLAG (head, FLAG_CONFUSED))
930 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 942 dir = absdir (dir + rndm (3) + rndm (3) - 2);
931 943
932 /* skill selection - monster will use the next unused skill. 944 /* skill selection - monster will use the next unused skill.
933 * well...the following scenario will allow the monster to 945 * well...the following scenario will allow the monster to
934 * toggle between 2 skills. One day it would be nice to make 946 * toggle between 2 skills. One day it would be nice to make
935 * more skills available to monsters. 947 * more skills available to monsters.
936 */ 948 */
937
938 for (skill = head->inv; skill != NULL; skill = skill->below) 949 for (skill = head->inv; skill; skill = skill->below)
939 if (skill->type == SKILL && skill != head->chosen_skill) 950 if (skill->type == SKILL && skill != head->chosen_skill)
940 { 951 {
941 head->chosen_skill = skill; 952 head->chosen_skill = skill;
942 break; 953 break;
943 } 954 }
946 { 957 {
947 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 958 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
948 CLEAR_FLAG (head, FLAG_READY_SKILL); 959 CLEAR_FLAG (head, FLAG_READY_SKILL);
949 return 0; 960 return 0;
950 } 961 }
962
951 /* use skill */ 963 /* use skill */
952 return do_skill (head, part, head->chosen_skill, dir, NULL); 964 return do_skill (head, part, head->chosen_skill, dir, NULL);
953} 965}
954 966
955/* Monster will use a ranged spell attack. */ 967/* Monster will use a ranged spell attack. */
956
957int 968int
958monster_use_range (object *head, object *part, object *pl, int dir) 969monster_use_range (object *head, object *part, object *pl, int dir)
959{ 970{
960 object *wand, *owner; 971 object *wand, *owner;
961 int at_least_one = 0; 972 int at_least_one = 0;
962 973
963 if (!(dir = path_to_player (part, pl, 0))) 974 if (!(dir = path_to_player (part, pl, 0)))
964 return 0; 975 return 0;
965 976
966 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 977 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
967 { 978 {
968 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 979 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
969 980
970 if (dirdiff (dir, dir2) < 2) 981 if (dirdiff (dir, dir2) < 2)
971 return 0; /* Might hit owner with spell */ 982 return 0; /* Might hit owner with spell */
972 } 983 }
984
973 if (QUERY_FLAG (head, FLAG_CONFUSED)) 985 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 986 dir = absdir (dir + rndm (3) + rndm (3) - 2);
975 987
976 for (wand = head->inv; wand != NULL; wand = wand->below) 988 for (wand = head->inv; wand; wand = wand->below)
977 { 989 {
978 if (wand->type == WAND) 990 if (wand->type == WAND)
979 { 991 {
980 /* Found a wand, let's see if it has charges left */ 992 /* Found a wand, let's see if it has charges left */
981 at_least_one = 1; 993 at_least_one = 1;
987 if (!(--wand->stats.food)) 999 if (!(--wand->stats.food))
988 { 1000 {
989 if (wand->arch) 1001 if (wand->arch)
990 { 1002 {
991 CLEAR_FLAG (wand, FLAG_ANIMATE); 1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
992 wand->face = wand->arch->clone.face; 1004 wand->face = wand->arch->face;
993 wand->speed = 0; 1005 wand->set_speed (0);
994 update_ob_speed (wand);
995 } 1006 }
996 } 1007 }
997 /* Success */ 1008 /* Success */
998 return 1; 1009 return 1;
999 } 1010 }
1017 } 1028 }
1018 1029
1019 if (at_least_one) 1030 if (at_least_one)
1020 return 0; 1031 return 0;
1021 1032
1022 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1033 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1023 CLEAR_FLAG (head, FLAG_READY_RANGE); 1034 CLEAR_FLAG (head, FLAG_READY_RANGE);
1024 return 0; 1035 return 0;
1025} 1036}
1026 1037
1027int 1038int
1029{ 1040{
1030 object *owner; 1041 object *owner;
1031 1042
1032 if (!(dir = path_to_player (part, pl, 0))) 1043 if (!(dir = path_to_player (part, pl, 0)))
1033 return 0; 1044 return 0;
1045
1034 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1046 if (QUERY_FLAG (head, FLAG_CONFUSED))
1035 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1047 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1036 1048
1037 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) 1049 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1038 { 1050 {
1039 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1051 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1040 1052
1041 if (dirdiff (dir, dir2) < 1) 1053 if (dirdiff (dir, dir2) < 1)
1042 return 0; /* Might hit owner with arrow */ 1054 return 0; /* Might hit owner with arrow */
1046 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1058 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1047 1059
1048} 1060}
1049 1061
1050/* Checks if putting on 'item' will make 'who' do more 1062/* Checks if putting on 'item' will make 'who' do more
1051 * damage. This is a very simplistic check - also checking things 1063 * damage. This is a very simplistic check - also checking things
1052 * like speed and ac are also relevant. 1064 * like speed and ac are also relevant.
1053 * 1065 *
1054 * return true if item is a better object. 1066 * return true if item is a better object.
1055 */ 1067 */
1056
1057int 1068int
1058check_good_weapon (object *who, object *item) 1069check_good_weapon (object *who, object *item)
1059{ 1070{
1060 object *other_weap; 1071 object *other_weap;
1061 int val = 0, i; 1072 int val = 0, i;
1062 1073
1063 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) 1074 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1064 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 1075 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1065 break; 1076 break;
1066 1077
1067 if (other_weap == NULL) /* No other weapons */ 1078 if (!other_weap) /* No other weapons */
1068 return 1; 1079 return 1;
1069 1080
1070 /* Rather than go through and apply the new one, and see if it is 1081 /* Rather than go through and apply the new one, and see if it is
1071 * better, just do some simple checks 1082 * better, just do some simple checks
1072 * Put some multipliers for things that hvae several effects, 1083 * Put some multipliers for things that hvae several effects,
1077 val += (item->magic - other_weap->magic) * 3; 1088 val += (item->magic - other_weap->magic) * 3;
1078 /* Monsters don't really get benefits from things like regen rates 1089 /* Monsters don't really get benefits from things like regen rates
1079 * from items. But the bonus for their stats are very important. 1090 * from items. But the bonus for their stats are very important.
1080 */ 1091 */
1081 for (i = 0; i < NUM_STATS; i++) 1092 for (i = 0; i < NUM_STATS; i++)
1082 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 1093 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1083 1094
1084 if (val > 0) 1095 if (val > 0)
1085 return 1; 1096 return 1;
1086 else 1097 else
1087 return 0; 1098 return 0;
1088
1089} 1099}
1090 1100
1091int 1101int
1092check_good_armour (object *who, object *item) 1102check_good_armour (object *who, object *item)
1093{ 1103{
1094 object *other_armour; 1104 object *other_armour;
1095 int val = 0, i; 1105 int val = 0, i;
1096 1106
1097 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 1107 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1098 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 1108 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1099 break; 1109 break;
1100 1110
1101 if (other_armour == NULL) /* No other armour, use the new */ 1111 if (other_armour == NULL) /* No other armour, use the new */
1102 return 1; 1112 return 1;
1124 1134
1125 if (val > 0) 1135 if (val > 0)
1126 return 1; 1136 return 1;
1127 else 1137 else
1128 return 0; 1138 return 0;
1129
1130} 1139}
1131 1140
1132/* 1141/*
1133 * monster_check_pickup(): checks for items that monster can pick up. 1142 * monster_check_pickup(): checks for items that monster can pick up.
1134 * 1143 *
1142 * This function was seen be continueing looping at one point (tmp->below 1151 * This function was seen be continueing looping at one point (tmp->below
1143 * became a recursive loop. It may be better to call monster_check_apply 1152 * became a recursive loop. It may be better to call monster_check_apply
1144 * after we pick everything up, since that function may call others which 1153 * after we pick everything up, since that function may call others which
1145 * affect stacking on this space. 1154 * affect stacking on this space.
1146 */ 1155 */
1147
1148void 1156void
1149monster_check_pickup (object *monster) 1157monster_check_pickup (object *monster)
1150{ 1158{
1151 object *tmp, *next; 1159 object *tmp, *next;
1152 int next_tag;
1153 1160
1154 for (tmp = monster->below; tmp != NULL; tmp = next) 1161 for (tmp = monster->below; tmp != NULL; tmp = next)
1155 { 1162 {
1156 next = tmp->below; 1163 next = tmp->below;
1157 next_tag = next ? next->count : 0;
1158 if (monster_can_pick (monster, tmp)) 1164 if (monster_can_pick (monster, tmp))
1159 { 1165 {
1160 remove_ob (tmp); 1166 tmp->remove ();
1161 tmp = insert_ob_in_ob (tmp, monster); 1167 tmp = insert_ob_in_ob (tmp, monster);
1162 (void) monster_check_apply (monster, tmp); 1168 (void) monster_check_apply (monster, tmp);
1163 } 1169 }
1164 /* We could try to re-establish the cycling, of the space, but probably 1170 /* We could try to re-establish the cycling, of the space, but probably
1165 * not a big deal to just bail out. 1171 * not a big deal to just bail out.
1166 */ 1172 */
1167 if (next && was_destroyed (next, next_tag)) 1173 if (next && next->destroyed ())
1168 return; 1174 return;
1169 } 1175 }
1170} 1176}
1171 1177
1172/* 1178/*
1173 * monster_can_pick(): If the monster is interested in picking up 1179 * monster_can_pick(): If the monster is interested in picking up
1174 * the item, then return 0. Otherwise 0. 1180 * the item, then return 0. Otherwise 0.
1175 * Instead of pick_up, flags for "greed", etc, should be used. 1181 * Instead of pick_up, flags for "greed", etc, should be used.
1176 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. 1182 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1177 */ 1183 */
1178
1179int 1184int
1180monster_can_pick (object *monster, object *item) 1185monster_can_pick (object *monster, object *item)
1181{ 1186{
1182 int flag = 0; 1187 int flag = 0;
1183 int i; 1188 int i;
1192 flag = 1; 1197 flag = 1;
1193 1198
1194 else 1199 else
1195 switch (item->type) 1200 switch (item->type)
1196 { 1201 {
1197 case MONEY: 1202 case MONEY:
1198 case GEM: 1203 case GEM:
1199 flag = monster->pick_up & 2; 1204 flag = monster->pick_up & 2;
1200 break; 1205 break;
1201 1206
1202 case FOOD: 1207 case FOOD:
1203 flag = monster->pick_up & 4; 1208 flag = monster->pick_up & 4;
1204 break; 1209 break;
1205 1210
1206 case WEAPON: 1211 case WEAPON:
1207 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); 1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1208 break; 1213 break;
1209 1214
1210 case ARMOUR: 1215 case ARMOUR:
1211 case SHIELD: 1216 case SHIELD:
1212 case HELMET: 1217 case HELMET:
1213 case BOOTS: 1218 case BOOTS:
1214 case GLOVES: 1219 case GLOVES:
1215 case GIRDLE: 1220 case GIRDLE:
1216 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); 1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1217 break; 1222 break;
1218 1223
1219 case SKILL: 1224 case SKILL:
1220 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); 1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1221 break; 1226 break;
1222 1227
1223 case RING: 1228 case RING:
1224 flag = QUERY_FLAG (monster, FLAG_USE_RING); 1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1225 break; 1230 break;
1226 1231
1227 case WAND: 1232 case WAND:
1228 case HORN: 1233 case HORN:
1229 case ROD: 1234 case ROD:
1230 flag = QUERY_FLAG (monster, FLAG_USE_RANGE); 1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1231 break; 1236 break;
1232 1237
1233 case SPELLBOOK: 1238 case SPELLBOOK:
1234 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); 1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1235 break; 1240 break;
1236 1241
1237 case SCROLL: 1242 case SCROLL:
1238 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); 1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1239 break; 1244 break;
1240 1245
1241 case BOW: 1246 case BOW:
1242 case ARROW: 1247 case ARROW:
1243 flag = QUERY_FLAG (monster, FLAG_USE_BOW); 1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1244 break; 1249 break;
1245 } 1250 }
1251
1246 /* Simplistic check - if the monster has a location to equip it, he will 1252 /* Simplistic check - if the monster has a location to equip it, he will
1247 * pick it up. Note that this doesn't handle cases where an item may 1253 * pick it up. Note that this doesn't handle cases where an item may
1248 * use several locations. 1254 * use several locations.
1249 */ 1255 */
1250 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1251 { 1257 {
1252 if (monster->body_info[i] && item->body_info[i]) 1258 if (monster->slot[i].info && item->slot[i].info)
1253 { 1259 {
1254 flag = 1; 1260 flag = 1;
1255 break; 1261 break;
1256 } 1262 }
1257 } 1263 }
1258 1264
1259 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) 1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1260 return 1; 1266 return 1;
1267
1261 return 0; 1268 return 0;
1262} 1269}
1263 1270
1264/* 1271/*
1265 * monster_apply_below(): 1272 * monster_apply_below():
1266 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's 1273 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1267 * eager to apply things, encounters something apply-able, 1274 * eager to apply things, encounters something apply-able,
1268 * then make him apply it 1275 * then make him apply it
1269 */ 1276 */
1270
1271void 1277void
1272monster_apply_below (object *monster) 1278monster_apply_below (object *monster)
1273{ 1279{
1274 object *tmp, *next; 1280 object *tmp, *next;
1275 1281
1276 for (tmp = monster->below; tmp != NULL; tmp = next) 1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1277 { 1283 {
1278 next = tmp->below; 1284 next = tmp->below;
1279 switch (tmp->type) 1285 switch (tmp->type)
1280 { 1286 {
1281 case CF_HANDLE: 1287 case T_HANDLE:
1282 case TRIGGER: 1288 case TRIGGER:
1283 if (monster->will_apply & 1) 1289 if (monster->will_apply & 1)
1284 manual_apply (monster, tmp, 0); 1290 manual_apply (monster, tmp, 0);
1285 break; 1291 break;
1286 1292
1302 * a pointer to that object is returned, so it can be dropped. 1308 * a pointer to that object is returned, so it can be dropped.
1303 * (so that other monsters can pick it up and use it) 1309 * (so that other monsters can pick it up and use it)
1304 * Note that as things are now, monsters never drop something - 1310 * Note that as things are now, monsters never drop something -
1305 * they can pick up all that they can use. 1311 * they can pick up all that they can use.
1306 */ 1312 */
1307
1308/* Sept 96, fixed this so skills will be readied -b.t.*/ 1313/* Sept 96, fixed this so skills will be readied -b.t.*/
1309
1310void 1314void
1311monster_check_apply (object *mon, object *item) 1315monster_check_apply (object *mon, object *item)
1312{ 1316{
1313
1314 int flag = 0; 1317 int flag = 0;
1315 1318
1316 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 1319 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1317 { 1320 {
1318 SET_FLAG (mon, FLAG_CAST_SPELL); 1321 SET_FLAG (mon, FLAG_CAST_SPELL);
1319 return; 1322 return;
1320 } 1323 }
1321 1324
1330 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 1333 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1331 { 1334 {
1332 /* Check for the right kind of bow */ 1335 /* Check for the right kind of bow */
1333 object *bow; 1336 object *bow;
1334 1337
1335 for (bow = mon->inv; bow != NULL; bow = bow->below) 1338 for (bow = mon->inv; bow; bow = bow->below)
1336 if (bow->type == BOW && bow->race == item->race) 1339 if (bow->type == BOW && bow->race == item->race)
1337 { 1340 {
1338 SET_FLAG (mon, FLAG_READY_BOW); 1341 SET_FLAG (mon, FLAG_READY_BOW);
1339 LOG (llevMonster, "Found correct bow for arrows.\n"); 1342 LOG (llevMonster, "Found correct bow for arrows.\n");
1340 return; /* nothing more to do for arrows */ 1343 return; /* nothing more to do for arrows */
1355 /* Don't use it right now */ 1358 /* Don't use it right now */
1356 return; 1359 return;
1357 } 1360 }
1358 else if (item->type == WEAPON) 1361 else if (item->type == WEAPON)
1359 flag = check_good_weapon (mon, item); 1362 flag = check_good_weapon (mon, item);
1360 else if (IS_ARMOR (item)) 1363 else if (item->is_armor ())
1361 flag = check_good_armour (mon, item); 1364 flag = check_good_armour (mon, item);
1362 /* Should do something more, like make sure this is a better item */ 1365 /* Should do something more, like make sure this is a better item */
1363 else if (item->type == RING) 1366 else if (item->type == RING)
1364 flag = 1; 1367 flag = 1;
1365 else if (item->type == WAND || item->type == ROD || item->type == HORN) 1368 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1392 */ 1395 */
1393 SET_FLAG (mon, FLAG_READY_SKILL); 1396 SET_FLAG (mon, FLAG_READY_SKILL);
1394 return; 1397 return;
1395 } 1398 }
1396 1399
1397
1398 /* if we don't match one of the above types, return now. 1400 /* if we don't match one of the above types, return now.
1399 * can_apply_object will say that we can apply things like flesh, 1401 * can_apply_object will say that we can apply things like flesh,
1400 * bolts, and whatever else, because it only checks against the 1402 * bolts, and whatever else, because it only checks against the
1401 * body_info locations. 1403 * body_info locations.
1402 */ 1404 */
1413 /* should only be applying this item, not unapplying it. 1415 /* should only be applying this item, not unapplying it.
1414 * also, ignore status of curse so they can take off old armour. 1416 * also, ignore status of curse so they can take off old armour.
1415 * monsters have some advantages after all. 1417 * monsters have some advantages after all.
1416 */ 1418 */
1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 1419 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1418
1419 return;
1420} 1420}
1421 1421
1422void 1422void
1423npc_call_help (object *op) 1423npc_call_help (object *op)
1424{ 1424{
1425 int x, y, mflags; 1425 unordered_mapwalk (op, -7, -7, 7, 7)
1426 object *npc;
1427 sint16 sx, sy;
1428 mapstruct *m;
1429
1430 for (x = -3; x < 4; x++)
1431 for (y = -3; y < 4; y++)
1432 { 1426 {
1433 m = op->map; 1427 mapspace &ms = m->at (nx, ny);
1434 sx = op->x + x; 1428
1435 sy = op->y + y;
1436 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1437 /* If nothing alive on this space, no need to search the space. */ 1429 /* If nothing alive on this space, no need to search the space. */
1438 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1430 if (!(ms.flags () & P_IS_ALIVE))
1439 continue; 1431 continue;
1440 1432
1441 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) 1433 for (object *npc = ms.bot; npc; npc = npc->above)
1442 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1443 npc->enemy = op->enemy; 1435 npc->enemy = op->enemy;
1444 } 1436 }
1445} 1437}
1446 1438
1447
1448int 1439int
1449dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1440dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1450{ 1441{
1451
1452 if (can_hit (part, enemy, rv)) 1442 if (can_hit (part, enemy, rv))
1453 return dir; 1443 return dir;
1444
1454 if (rv->distance < 10) 1445 if (rv->distance < 10)
1455 return absdir (dir + 4); 1446 return absdir (dir + 4);
1456 else if (rv->distance > 18) 1447 else if (rv->distance > 18)
1457 return dir; 1448 return dir;
1449
1458 return 0; 1450 return 0;
1459} 1451}
1460 1452
1461int 1453int
1462run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1463{ 1455{
1464 1456 if (can_hit (part, enemy, rv))
1465 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1466 {
1467 ob->move_status++;
1468 return (dir); 1457 return dir;
1469 } 1458 else
1470 else if (ob->move_status > 20)
1471 ob->move_status = 0;
1472 return absdir (dir + 4); 1459 return absdir (dir + 4);
1473} 1460}
1474 1461
1475int 1462int
1476hitrun_att (int dir, object *ob, object *enemy) 1463hitrun_att (int dir, object *ob, object *enemy)
1477{ 1464{
1479 return dir; 1466 return dir;
1480 else if (ob->move_status < 50) 1467 else if (ob->move_status < 50)
1481 return absdir (dir + 4); 1468 return absdir (dir + 4);
1482 else 1469 else
1483 ob->move_status = 0; 1470 ob->move_status = 0;
1471
1484 return absdir (dir + 4); 1472 return absdir (dir + 4);
1485} 1473}
1486 1474
1487int 1475int
1488wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1476wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1489{ 1477{
1490
1491 int inrange = can_hit (part, enemy, rv); 1478 int inrange = can_hit (part, enemy, rv);
1492 1479
1493 if (ob->move_status || inrange) 1480 if (ob->move_status || inrange)
1494 ob->move_status++; 1481 ob->move_status++;
1495 1482
1497 return 0; 1484 return 0;
1498 else if (ob->move_status < 10) 1485 else if (ob->move_status < 10)
1499 return dir; 1486 return dir;
1500 else if (ob->move_status < 15) 1487 else if (ob->move_status < 15)
1501 return absdir (dir + 4); 1488 return absdir (dir + 4);
1489
1502 ob->move_status = 0; 1490 ob->move_status = 0;
1503 return 0; 1491 return 0;
1504} 1492}
1505 1493
1506int 1494int
1507disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1495disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1508{ 1496{
1509
1510 /* The logic below here looked plain wrong before. Basically, what should 1497 /* The logic below here looked plain wrong before. Basically, what should
1511 * happen is that if the creatures hp percentage falls below run_away, 1498 * happen is that if the creatures hp percentage falls below run_away,
1512 * the creature should run away (dir+4) 1499 * the creature should run away (dir+4)
1513 * I think its wrong for a creature to have a zero maxhp value, but 1500 * I think its wrong for a creature to have a zero maxhp value, but
1514 * at least one map has this set, and whatever the map contains, the 1501 * at least one map has this set, and whatever the map contains, the
1515 * server should try to be resilant enough to avoid the problem 1502 * server should try to be resilant enough to avoid the problem
1516 */ 1503 */
1517 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 1504 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1518 return absdir (dir + 4); 1505 return absdir (dir + 4);
1506
1519 return dist_att (dir, ob, enemy, part, rv); 1507 return dist_att (dir, ob, enemy, part, rv);
1520} 1508}
1521 1509
1522int 1510int
1523wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 1511wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1524{ 1512{
1525 if (rv->distance < 9) 1513 if (rv->distance < 9)
1526 return absdir (dir + 4); 1514 return absdir (dir + 4);
1515
1527 return 0; 1516 return 0;
1528} 1517}
1529 1518
1530void 1519void
1531circ1_move (object *ob) 1520circ1_move (object *ob)
1532{ 1521{
1533 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 1522 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1523
1534 if (++ob->move_status > 11) 1524 if (++ob->move_status > 11)
1535 ob->move_status = 0; 1525 ob->move_status = 0;
1526
1536 if (!(move_object (ob, circle[ob->move_status]))) 1527 if (!(move_object (ob, circle[ob->move_status])))
1537 (void) move_object (ob, RANDOM () % 8 + 1); 1528 move_object (ob, rndm (8) + 1);
1538} 1529}
1539 1530
1540void 1531void
1541circ2_move (object *ob) 1532circ2_move (object *ob)
1542{ 1533{
1543 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 1534 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1535
1544 if (++ob->move_status > 19) 1536 if (++ob->move_status > 19)
1545 ob->move_status = 0; 1537 ob->move_status = 0;
1538
1546 if (!(move_object (ob, circle[ob->move_status]))) 1539 if (!(move_object (ob, circle[ob->move_status])))
1547 (void) move_object (ob, RANDOM () % 8 + 1); 1540 move_object (ob, rndm (8) + 1);
1548} 1541}
1549 1542
1550void 1543void
1551pace_movev (object *ob) 1544pace_movev (object *ob)
1552{ 1545{
1553 if (ob->move_status++ > 6) 1546 if (ob->move_status++ > 6)
1554 ob->move_status = 0; 1547 ob->move_status = 0;
1548
1555 if (ob->move_status < 4) 1549 if (ob->move_status < 4)
1556 (void) move_object (ob, 5); 1550 move_object (ob, 5);
1557 else 1551 else
1558 (void) move_object (ob, 1); 1552 move_object (ob, 1);
1559} 1553}
1560 1554
1561void 1555void
1562pace_moveh (object *ob) 1556pace_moveh (object *ob)
1563{ 1557{
1564 if (ob->move_status++ > 6) 1558 if (ob->move_status++ > 6)
1565 ob->move_status = 0; 1559 ob->move_status = 0;
1560
1566 if (ob->move_status < 4) 1561 if (ob->move_status < 4)
1567 (void) move_object (ob, 3); 1562 move_object (ob, 3);
1568 else 1563 else
1569 (void) move_object (ob, 7); 1564 move_object (ob, 7);
1570} 1565}
1571 1566
1572void 1567void
1573pace2_movev (object *ob) 1568pace2_movev (object *ob)
1574{ 1569{
1575 if (ob->move_status++ > 16) 1570 if (ob->move_status++ > 16)
1576 ob->move_status = 0; 1571 ob->move_status = 0;
1572
1577 if (ob->move_status < 6) 1573 if (ob->move_status < 6)
1578 (void) move_object (ob, 5); 1574 move_object (ob, 5);
1579 else if (ob->move_status < 8) 1575 else if (ob->move_status < 8)
1580 return; 1576 return;
1581 else if (ob->move_status < 13) 1577 else if (ob->move_status < 13)
1582 (void) move_object (ob, 1); 1578 move_object (ob, 1);
1583 else 1579 else
1584 return; 1580 return;
1585} 1581}
1586 1582
1587void 1583void
1588pace2_moveh (object *ob) 1584pace2_moveh (object *ob)
1589{ 1585{
1590 if (ob->move_status++ > 16) 1586 if (ob->move_status++ > 16)
1591 ob->move_status = 0; 1587 ob->move_status = 0;
1588
1592 if (ob->move_status < 6) 1589 if (ob->move_status < 6)
1593 (void) move_object (ob, 3); 1590 move_object (ob, 3);
1594 else if (ob->move_status < 8) 1591 else if (ob->move_status < 8)
1595 return; 1592 return;
1596 else if (ob->move_status < 13) 1593 else if (ob->move_status < 13)
1597 (void) move_object (ob, 7); 1594 move_object (ob, 7);
1598 else 1595 else
1599 return; 1596 return;
1600} 1597}
1601 1598
1602void 1599void
1603rand_move (object *ob) 1600rand_move (object *ob)
1604{ 1601{
1605 int i;
1606
1607 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) 1602 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1608 for (i = 0; i < 5; i++) 1603 for (int i = 0; i < 5; i++)
1609 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) 1604 if (move_object (ob, ob->move_status = rndm (8) + 1))
1610 return; 1605 return;
1611} 1606}
1612 1607
1613void 1608void
1614check_earthwalls (object *op, mapstruct *m, int x, int y) 1609check_earthwalls (object *op, maptile *m, int x, int y)
1615{ 1610{
1616 object *tmp;
1617
1618 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1611 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619 {
1620 if (tmp->type == EARTHWALL) 1612 if (tmp->type == EARTHWALL)
1621 { 1613 {
1622 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1614 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1623 return; 1615 return;
1624 } 1616 }
1625 }
1626} 1617}
1627 1618
1628void 1619void
1629check_doors (object *op, mapstruct *m, int x, int y) 1620check_doors (object *op, maptile *m, int x, int y)
1630{ 1621{
1631 object *tmp;
1632
1633 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1622 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1634 {
1635 if (tmp->type == DOOR) 1623 if (tmp->type == DOOR)
1636 { 1624 {
1637 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1625 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1638 return; 1626 return;
1639 } 1627 }
1640 }
1641} 1628}
1642 1629
1643/* find_mon_throw_ob() - modeled on find_throw_ob 1630/* find_mon_throw_ob() - modeled on find_throw_ob
1644 * This is probably overly simplistic as it is now - We want 1631 * This is probably overly simplistic as it is now - We want
1645 * monsters to throw things like chairs and other pieces of 1632 * monsters to throw things like chairs and other pieces of
1646 * furniture, even if they are not good throwable objects. 1633 * furniture, even if they are not good throwable objects.
1647 * Probably better to have the monster throw a throwable object 1634 * Probably better to have the monster throw a throwable object
1648 * first, then throw any non equipped weapon. 1635 * first, then throw any non equipped weapon.
1649 */ 1636 */
1650
1651object * 1637object *
1652find_mon_throw_ob (object *op) 1638find_mon_throw_ob (object *op)
1653{ 1639{
1654 object *tmp = NULL; 1640 object *tmp = NULL;
1655 1641
1659 tmp = op; 1645 tmp = op;
1660 1646
1661 /* New throw code: look through the inventory. Grap the first legal is_thrown 1647 /* New throw code: look through the inventory. Grap the first legal is_thrown
1662 * marked item and throw it to the enemy. 1648 * marked item and throw it to the enemy.
1663 */ 1649 */
1664
1665 for (tmp = op->inv; tmp; tmp = tmp->below) 1650 for (tmp = op->inv; tmp; tmp = tmp->below)
1666 { 1651 {
1667
1668 /* Can't throw invisible objects or items that are applied */ 1652 /* Can't throw invisible objects or items that are applied */
1669 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1653 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1670 continue; 1654 continue;
1671 1655
1672 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1656 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1688 * properly. I also so odd code in place that checked for x distance 1672 * properly. I also so odd code in place that checked for x distance
1689 * OR y distance being within some range - that seemed wrong - both should 1673 * OR y distance being within some range - that seemed wrong - both should
1690 * be within the valid range. MSW 2001-08-05 1674 * be within the valid range. MSW 2001-08-05
1691 * Returns 0 if enemy can not be detected, 1 if it is detected 1675 * Returns 0 if enemy can not be detected, 1 if it is detected
1692 */ 1676 */
1693
1694int 1677int
1695can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1678can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1696{ 1679{
1697 int radius = MIN_MON_RADIUS, hide_discovery;
1698
1699 /* null detection for any of these condtions always */ 1680 /* null detection for any of these condtions always */
1700 if (!op || !enemy || !op->map || !enemy->map) 1681 if (!op || !enemy || !op->map || !enemy->map)
1701 return 0; 1682 return 0;
1702 1683
1703 /* If the monster (op) has no way to get to the enemy, do nothing */ 1684 /* If the monster (op) has no way to get to the enemy, do nothing */
1705 return 0; 1686 return 0;
1706 1687
1707 get_rangevector (op, enemy, rv, 0); 1688 get_rangevector (op, enemy, rv, 0);
1708 1689
1709 /* Monsters always ignore the DM */ 1690 /* Monsters always ignore the DM */
1710 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1691 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1711 return 0; 1692 return 0;
1712 1693
1713 /* simple check. Should probably put some range checks in here. */ 1694 /* simple check. Should probably put some range checks in here. */
1714 if (can_see_enemy (op, enemy)) 1695 if (can_see_enemy (op, enemy))
1715 return 1; 1696 return 1;
1716 1697
1717 /* The rest of this is for monsters. Players are on their own for 1698 /* The rest of this is for monsters. Players are on their own for
1718 * finding enemies! 1699 * finding enemies!
1719 */ 1700 */
1720 if (op->type == PLAYER) 1701 if (op->is_player ())
1721 return 0; 1702 return 0;
1722 1703
1723 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1724 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1705 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1725 */ 1706 */
1726 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1707 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1727 return 0; 1708 return 0;
1728 1709
1710 int radius = MIN_MON_RADIUS;
1711
1729 /* use this for invis also */ 1712 /* use this for invis also */
1730 hide_discovery = op->stats.Int / 5; 1713 int hide_discovery = op->stats.Int / 5;
1731 1714
1732 /* Determine Detection radii */ 1715 /* Determine Detection radii */
1733 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1716 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1734 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1717 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1735 else 1718 else
1736 { /* a level/INT/Dex adjustment for hiding */ 1719 { /* a level/INT/Dex adjustment for hiding */
1737 object *sk_hide;
1738 int bonus = (op->level / 2) + (op->stats.Int / 5); 1720 int bonus = op->level / 2 + op->stats.Int / 5;
1739 1721
1740 if (enemy->type == PLAYER) 1722 if (enemy->is_player ())
1741 { 1723 {
1742 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1724 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1743 bonus -= sk_hide->level; 1725 bonus -= sk_hide->level;
1744 else 1726 else
1745 { 1727 {
1746 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1728 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1747 make_visible (enemy); 1729 make_visible (enemy);
1756 } /* else creature has modifiers for hiding */ 1738 } /* else creature has modifiers for hiding */
1757 1739
1758 /* Radii stealth adjustment. Only if you are stealthy 1740 /* Radii stealth adjustment. Only if you are stealthy
1759 * will you be able to sneak up closer to creatures */ 1741 * will you be able to sneak up closer to creatures */
1760 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1742 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1761 radius = radius / 2, hide_discovery = hide_discovery / 3; 1743 {
1744 radius /= 2;
1745 hide_discovery /= 3;
1746 }
1762 1747
1763 /* Radii adjustment for enemy standing in the dark */ 1748 /* Radii adjustment for enemy standing in the dark */
1764 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1749 if (!stand_in_light (enemy))
1765 { 1750 {
1766 /* on dark maps body heat can help indicate location with infravision 1751 /* on dark maps body heat can help indicate location with infravision
1767 * undead don't have body heat, so no benefit detecting them. 1752 * undead don't have body heat, so no benefit detecting them.
1768 */ 1753 */
1769 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1754 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1770 radius += op->map->darkness / 2; 1755 radius += op->map->darklevel () / 2;
1771 else 1756 else
1772 radius -= op->map->darkness / 2; 1757 radius -= op->map->darklevel () / 2;
1773 1758
1774 /* op next to a monster (and not in complete darkness) 1759 /* op next to a monster (and not in complete darkness)
1775 * the monster should have a chance to see you. 1760 * the monster should have a chance to see you.
1776 */ 1761 */
1777 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1762 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1778 radius = MIN_MON_RADIUS; 1763 radius = MIN_MON_RADIUS;
1779 } /* if on dark map */ 1764 } /* if on dark map */
1780 1765
1781 /* Lets not worry about monsters that have incredible detection 1766 /* Lets not worry about monsters that have incredible detection
1782 * radii, we only need to worry here about things the player can 1767 * radii, we only need to worry here about things the player can
1784 * may have for their map - in that way, creatures at the edge will 1769 * may have for their map - in that way, creatures at the edge will
1785 * do something. Note that the distance field in the 1770 * do something. Note that the distance field in the
1786 * vector is real distance, so in theory this should be 18 to 1771 * vector is real distance, so in theory this should be 18 to
1787 * find that. 1772 * find that.
1788 */ 1773 */
1789 if (radius > 13) 1774 // note that the above reasoning was utter bullshit even at the time it was written
1790 radius = 13; 1775 // we use 25, lets see if we have the cpu time for it
1776 radius = min (25, radius);
1791 1777
1792 /* Enemy in range! Now test for detection */ 1778 /* Enemy in range! Now test for detection */
1793 if ((int) rv->distance <= radius) 1779 if (rv->distance <= radius)
1794 { 1780 {
1795 /* ah, we are within range, detected? take cases */ 1781 /* ah, we are within range, detected? take cases */
1796 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1782 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1797 return 1; 1783 return 1;
1798 1784
1799 /* hidden or low-quality invisible */ 1785 /* hidden or low-quality invisible */
1800 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1786 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1801 { 1787 {
1802 make_visible (enemy); 1788 make_visible (enemy);
1789
1803 /* inform players of new status */ 1790 /* inform players of new status */
1804 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1791 if (enemy->type == PLAYER && player_can_view (enemy, op))
1805 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1792 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1793
1806 return 1; /* detected enemy */ 1794 return 1; /* detected enemy */
1807 } 1795 }
1808 else if (enemy->invisible) 1796 else if (enemy->invisible)
1809 { 1797 {
1810 /* Change this around - instead of negating the invisible, just 1798 /* Change this around - instead of negating the invisible, just
1811 * return true so that the mosnter that managed to detect you can 1799 * return true so that the monster that managed to detect you can
1812 * do something to you. Decreasing the duration of invisible 1800 * do something to you. Decreasing the duration of invisible
1813 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1801 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1814 * can then basically negate the spell. The spell isn't negated - 1802 * can then basically negate the spell. The spell isn't negated -
1815 * they just know where you are! 1803 * they just know where you are!
1816 */ 1804 */
1817 if ((RANDOM () % 50) <= hide_discovery) 1805 if (rndm (50) <= hide_discovery)
1818 { 1806 {
1819 if (enemy->type == PLAYER) 1807 if (enemy->type == PLAYER)
1820 {
1821 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1808 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1822 } 1809
1823 return 1; 1810 return 1;
1824 } 1811 }
1825 } 1812 }
1826 } /* within range */ 1813 } /* within range */
1827 1814
1828 /* Wasn't detected above, so still hidden */ 1815 /* Wasn't detected above, so still hidden */
1829 return 0; 1816 return 0;
1830} 1817}
1831 1818
1832/* determine if op stands in a lighted square. This is not a very 1819/* determine if op stands in a lighted square. This is not a very
1833 * intellegent algorithm. For one thing, we ignore los here, SO it 1820 * intelligent algorithm. For one thing, we ignore los here, SO it
1834 * is possible for a bright light to illuminate a player on the 1821 * is possible for a bright light to illuminate a player on the
1835 * other side of a wall (!). 1822 * other side of a wall (!).
1836 */ 1823 */
1837
1838int 1824int
1839stand_in_light (object *op) 1825stand_in_light (object *op)
1840{ 1826{
1841 sint16 nx, ny;
1842 mapstruct *m;
1843
1844
1845 if (!op) 1827 if (op)
1828 {
1829 if (!op->is_on_map ())
1846 return 0; 1830 return 0;
1831
1832 if (op->map->darklevel () <= 0)
1833 return 1;
1834
1847 if (op->glow_radius > 0) 1835 if (op->glow_radius > 0)
1848 return 1; 1836 return 1;
1849 1837
1850 if (op->map) 1838 if (op->map)
1851 { 1839 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1852 int x, y, x1, y1; 1840 {
1853
1854
1855
1856 /* Check the spaces with the max light radius to see if any of them 1841 /* Check the spaces with the max light radius to see if any of them
1857 * have lights, and if any of them light the player enough, then return 1. 1842 * have lights, and if any of them light the player enough, then return 1.
1858 */
1859 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1860 {
1861 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1862 { 1843 */
1863 m = op->map; 1844 int light = m->at (nx, ny).light;
1864 nx = x;
1865 ny = y;
1866 1845
1867 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1846 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1868 continue;
1869
1870 x1 = abs (x - op->x) * abs (x - op->x);
1871 y1 = abs (y - op->y) * abs (y - op->y);
1872 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1873 return 1; 1847 return 1;
1874 } 1848 }
1875 }
1876 } 1849 }
1850
1877 return 0; 1851 return 0;
1878} 1852}
1879
1880 1853
1881/* assuming no walls/barriers, lets check to see if its *possible* 1854/* assuming no walls/barriers, lets check to see if its *possible*
1882 * to see an enemy. Note, "detection" is different from "seeing". 1855 * to see an enemy. Note, "detection" is different from "seeing".
1883 * See can_detect_enemy() for more details. -b.t. 1856 * See can_detect_enemy() for more details. -b.t.
1884 * return 0 if can't be seen, 1 if can be 1857 * return 0 if can't be seen, 1 if can be
1885 */ 1858 */
1886
1887int 1859int
1888can_see_enemy (object *op, object *enemy) 1860can_see_enemy (object *op, object *enemy)
1889{ 1861{
1890 object *looker = op->head ? op->head : op; 1862 object *looker = op->head ? op->head : op;
1891 1863
1905 { 1877 {
1906 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1907 * However,if you carry any source of light, then the hidden 1879 * However,if you carry any source of light, then the hidden
1908 * creature is seeable (and stupid) */ 1880 * creature is seeable (and stupid) */
1909 1881
1910 if (has_carried_lights (enemy)) 1882 if (enemy->has_carried_lights ())
1911 { 1883 {
1912 if (enemy->hide) 1884 if (enemy->flag [FLAG_HIDDEN])
1913 { 1885 {
1914 make_visible (enemy); 1886 make_visible (enemy);
1915 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1887 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1916 } 1888 }
1889
1917 return 1; 1890 return 1;
1918 } 1891 }
1919 else if (enemy->hide) 1892 else if (enemy->flag [FLAG_HIDDEN])
1920 return 0; 1893 return 0;
1921 1894
1922 /* Invisible enemy. Break apart the check for invis undead/invis looker 1895 /* Invisible enemy. Break apart the check for invis undead/invis looker
1923 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1896 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1924 * and making it a conditional makes the code pretty ugly. 1897 * and making it a conditional makes the code pretty ugly.
1925 */ 1898 */
1926 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1927 {
1928 if (makes_invisible_to (enemy, looker)) 1900 if (makes_invisible_to (enemy, looker))
1929 return 0; 1901 return 0;
1930 }
1931 } 1902 }
1932 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1903 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1933 if (player_can_view (looker, enemy)) 1904 if (player_can_view (looker, enemy))
1934 return 1; 1905 return 1;
1935 1906
1936 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1907 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1937 * unless they carry a light or stand in light. Darkness doesnt 1908 * unless they carry a light or stand in light. Darkness doesnt
1940 * we care about the enemy maps status, not the looker. 1911 * we care about the enemy maps status, not the looker.
1941 * only relevant for tiled maps, but it is possible that the 1912 * only relevant for tiled maps, but it is possible that the
1942 * enemy is on a bright map and the looker on a dark - in that 1913 * enemy is on a bright map and the looker on a dark - in that
1943 * case, the looker can still see the enemy 1914 * case, the looker can still see the enemy
1944 */ 1915 */
1945 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1916 if (!stand_in_light (enemy)
1946 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1917 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1947 return 0; 1918 return 0;
1948 1919
1949 return 1; 1920 return 1;
1950} 1921}
1922

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